The first three (?) times you see Nalorakk, you will not actuallyfight him. Rather, he lets his minions fight you and he himself runsback to the next platform. The first time you fight a couple of trolls.

The second time you fight two trolls mounted on bears; when they get tolow health they dismount (and regain health?) and the bear startsfighting independently. The third and final time there are twounmounted trolls (in our case a medicine man and an axe thrower) andtwo mounted trolls, who again dismount at low health. Unmounted trollscan be sheeped or ice trapped. After the last group of trolls you fightNalorakk alone.

Nalorakk starts in Troll Form and alternates between it andBear Form. Have one tank chosen for each form. The tank for Troll Formwill eat the mangles. During this form, healers should not have to castas often and should be able to gain back a little mana and/or conserveit. However, they must stay on their toes because of the large spikedamage from his cleave effect. Be very certain you have the off tankstand in front of Nalorakk to take cleave damage, as it is spread amongevery target it hits. The tank for Bear Form should not get mangled,but instead will get both bleeds - Lacerating and Rend. During thisform, healers keep the tank topped off as much as possible. The tankmust also be ready to drink potions or eat healthstones or shield wallif a silence hits the raid when he has both bleed effects on him. WhenNalorakk switches form, the appropriate tank for it should immediatelytaunt to grab the aggro back.The rest of the raid should stay spread out. This will lessenthe amount of damage the raid takes when Nalorakk charges and cleavesanyone near the person he charged. Staying spread out will not stop hisAoE silence when in Bear Form from hitting the entire raid.Healers need to be prepared for a long fight and ensure thattheir mana will last the duration. This may include mana regen gear,mana tide totem, shadowpriests, mana pots, etc.Warrior tanks want plenty of hit rating to ensure their tauntlands more often, or be ready to stance dance and use a secondarytaunt. A failed tank switch leads mostly to a wipe. A paladin tank hasan advantage here as long as he can maintain #2 on the threat list, ashe can simply use blessing of protection on the tank taking the debuffsto guarantee Nalorakk targets him for long enough to surpass the firsttank in threat. The tank that grabs Nalorakk in Bear form is the mostcritical. He needs to grab aggro before the bleed effects hit the othertank that has the debuff on. If the tank for Troll form cannot grabaggro at first, it may be survivable as the bleed effects may run mostthe way down before Mangle is applied. If one tank dies it is generallybest to just run down the stairs and reset the fight. One tank cannotstand up to him without burning the healers mana too fast to finish.

Notes

"The first boss, a bear-Troll hybrid named Nalorakk, is visibleright from the entranceway. As soon as you approach him he'll startsending out waves of troops to keep you busy. Once you eventuallyengage him, you'll have to fend off a troop of bear-riding Trolls anddeal with the bear form he shapeshifts into. According to Blizzard,Nalorakk will on rare occasions drop a bear mount for your own use.""For example, when you meet Narolakk, the bear/troll boss, achase sequence will initiate, and he'll begin launching troll trashmobs at you as you continue to pursue him towards the area where you'lleventually do battle..." Quote [[1]]Druid bear tanks have an advantage on this fight, due to thetype of damage nalorakk deals. in troll form, his regular attacks hitvery weakly, with a very strong spike damage move that will be the onlything to kill you. It's also worth noting that Nalorakk is the only NPC as of nowthat is left handed: he wields his cleaver in his left hand and bucklerin his right.

Static Disruption (Nature) - deals 3500 damage to target andthose within a close range of the target. Also leaves a debuff thatcauses nature damage taken to be increased by 25% that lasts 20 seconds

Call Lightning (Nature) - deals 3500 - 4500? damage

Gust of Wind - throws target up in the air. Upon target falling, deals half target's full health in damage.

Electrical Storm - channeled spell that raises a target intothe air and places a cloud over them. The cloud then strikes everyonenot under it approximately each second. Each strike hits harder - firststrike for 800 - 1200 nature damage, second for 1600 - 2400, third for2400 - 3600, fourth for 3200 - 4800, etc. Lasts approximately 7-8seconds. (Occurs every 45-60 seconds)

Strategy

This fight is about spreading out as needed and then collapsing backin upon one person, rinse and repeat. Akil'Zon will hit the main tankfor an average of 2500. He will also cast Call Lightning on the maintank. At the start of the fight, the raid should be spread out a littlein order to avoid Static Disruption hitting too many people at once.The raid should be positioned where it is easy to collapse back in onone person however. It is recommended to have the raid on one side ofthe boss with healers closer to the tanks. Players should be kepttopped off on health to compensate for Gust of Wind and StaticDisruption.

Periodically Akil'Zon will create an Electrical Storm every45 to 60 seconds. This is foreshadowed by rain that will suddenly startup in the instance, which can help give your raid an indication that itis time to collapse onto one spot. In your chat log it will state "Anelectrical storm appears!". Another visual sign is that Akil'Zon willseem to have an electrical charge about him, then will shoot a vibrantpurple warlock life drain looking graphic towards one person. Thatperson will be lifted in the air and stunned as the center of thecloud. Another indication of the location will be a dark spot on theground. Everyone in the raid, including the main tank, must get into orclose to that dark spot on the ground. Failure to accomplish this quickenough will result in a dead raid group. This is a channeled spell, soif you can position your raid and therefore the cloud center closeenough for melee to continue hitting Akil'Zon, great. If not, then youstill won't have to worry about Akil'Zon running rampant while youscramble to get under the cloud.

Additional Note: Pay attention to Akil'Zon's health.Depending on your dps, the Electrical Storm will possibly come about10% into Akil'Zon's health. If this is the case for your raid, then youcan better gauge about when the next storm will hit. For other raidswith high dps, the storm may hit on average around every 15% health.

Once the Electrical Storm is over, the raid should againspread out a little bit to about where they started the fight. Akil'Zonwill call for his "bruddahs" which will bring some Soaring Eagles intothe fight. These eagles have Eagle Swoop which hits for 1500. Locks canseed, hunters can shoot down, mages can fireball, and shaman can chainlightning. Recommended strategy is to have the shaman chain lightningand finish them off with a warlock seed. The birds do not despawn andmust be controlled or they will eventually lead to wiping your raid buyoverrunning it.

Rinse and repeat the spreading out and collapsing through the Electrical Storm while managing the birds and you win.

Flame Breath: Jan'Alai casts a random flame breath that hits for about 4k on plate and 5.5k on cloth.Also does a grenade type attack which randomly spawns grenadeson the ground. They have a 5 yard radius. So unless you're standingdirectly on top of them the damage taken should be minimal.The Amani Dragonhawk Hatchlings melee attack and have a FlameBuffet that can be despelled but ticks for about 1k on cloth. Thehatchlings can be trapped/frozen and AoE'd by casters.

Strategy

Stand on top of a pillar type room and there are two smallerplatforms on each of his side. Every minute or so he will call twohatchers who will go on the platforms and hatch the eggs. He alsoteleports the whole group to his feet every so often (30 seconds Ithink) and will throw balls of fire on the ground after 10 seconds (Ithink) - these will explode and basically one-shot anybody that isstanding on top of any. Once you've pushed him through the 25% mark hewill enrage and deal 50% more damage and attack 50% quicker. When he'sdown to 35% he will hatch all remaining eggs. He also has a fire breaththat targets anybody in the raid and that hits everybody close to thattarget.It appears the hatchers will hatch the eggs in a multiplier.The first time he hatches one, then the next time two, then four, etc.Its a good idea to let him hatch approximately three times before youkill him as the teleport seems to happen almost at that time and thedragonhawks need to be killed before the fire balls.

Tactics:

Just DPS him, and when he calls the hatcher, kill one and let theother one run off to the platform, basically let some of the eggs hatch(and they spawn hatchlings with about 6k health) and then kill thehatcher before the boss teleports you. Rinse and repeat 'till he'sdead.The boss has a "leash" and can be reset if anyone in the partyruns to the bottom of the stairs. Once he resets, you can run aroundthe platform and recover any dead party members if necessary before herespawns in the original position. (Sometimes the respawn takes alittle longer than others.)

The fight consists of 3 phases that alternate between each other roughly every 25% and slightly changing again at 25%.

Phase 1

Mostly a tank and spank phase with the tanks just needing tomake sure they are on top of each other to split Saberlash.Periodically Halazzi will get a buff that will increase his attackspeed.

Saberlash (12k damage split between 2 targets) - The Saber Lashis exactly like Mother Shahraz's but requires only 2 tanks to be on topof each other.

Phase 2

Phase 2 starts when the merged form of Halazzi is brought downto roughly 75%, 50% and 25%. Every time during the transition he willdo a 4k AE to everyone and will stop Saberlashing. This phase ends oncethe troll form is brought down to roughly 20% and he re-merges with theHP he had before splitting.During phase 2 Halazzi splits into his normal troll form alongwith the Spirit of Halazzi, a Lynx. The troll must be off-tanked, whilethe raid focuses on totems and the Spirit of Halazzi. When the Lynxdies, the phase is over.

Corrupted Lightning Totem (5000 then chains to nearby targets)- A normal totem with a bit of health that must be killed as fast aspossible.

Flame Shock (5000 Base with a 4k tick) - A powerful Flame Shock that must be dispelled on whoever it is cast on.

Phase 3

Phase 3 starts at 25% when Halazzi is back in his merged form.This phase is no different than phase 1 other than the fact he nowdrops totems all the time and starts enraging and doing more damage.

He starts with 4 random adds. Possible known adds:An Ogre - Melee add, Sheep him.Gazakroth - An imp that spams fireballs, banish or kill it quickly.Lord Raadan - A dragonkin that has flamebreath & Thunderclap, sleep/kill him quickly. Killing him is highly recommended.Darkheart - An UndeadWraith melee and instant casts, shackle him.Alyson Antille - A Blood Elf healer. Interrupt her heals/kill her quickly.A Serpent - Poison bolts. Sleep it/kill it quickly, as for Raadan. If you kill it druids won't have to shapeshift.People seem to kill 1 or 2 of the adds before focusing on the boss.Malacrass:Does a nasty dot that lasts for approx 15 sec and deals roughly 300-400dmg per tick.During the fight randomly he will Soul Drain 1 random person, hewill take on 2-3 abilites of that persons class. He will continue touse these new abilities till he Soul Drains another victim and repeatsa new cycle of attacks.Every minute or so he will drain everyone of their power by 1%and giving it to himself, thus increasing his size and his damage by10%.Tank and spank and deal with the new abilities he may gain.Possible Soul Drains (Seen and or Heard, not sure if its spec Dependant or not):

Every phase change he does do a threat wipe, when he turns into anEagle you do not need to worry about a threat list though as explainedbelow. He changes phases every 20%.

Phase 1:

Watch out for his whirlwind (melee range). He also casts a debuffsimilar to the one in Slave Pens that does a dd and then ticks untilthe player is topped off. Seems like it was only around 2500-3000damage, so if you are good at assist healing you can downrankaccordingly to top them off just enough so they do not take any ticks.

Phase 2:

As soon as he starts this phase you will notice everyone gets aParalysis debuff. Dispell it off the main tank and yourself, then otherhealers if time (or the tank doesn't need a heal). DPS etc do not needit dispelled. After 5 seconds of having the debuff, you will becomestunned and take a little damage, assign someone to top people offbefore the next. He can hit decently hard, so keep the tank topped.

Phase 3:

Stay away from the tornados that spawn and move around the room.They knock you back and deal around 1k damage. If you are a caster (yeshealers included) everytime you cast you will get hit for about 1250damage. The key thing to do in this phase is not get cornered bytornados and stay alive. Heal over time spells really make this phasemuch easier. Melee need to try and burn him down as quick as they canas they get no punishment for doing damage.

Phase 4:

Lynx form he melees fairly weak all around. He also will fixate upona random player in the raid and melee them. Intervene near the end ofthe 10 second or so phase to help out squishy people. Also does a weakversion of the whirlwind Leotheras / end boss of Shattered Halls. Ithink it also places a debuff on people that will make them take moredamage, it's either this or the fixate. Watch debuffs and note thatthat person will need extra heals.

Phase 5:

As stated above, you will get a buffet like debuff put on you everyso often. He will choose random people throughout the raid and place abeam of fire on them. If they are not topped they will probably die dueto the debuff. It's a simple phase if people are good at staying out ofvoid zones.